Better Indoor Reflections - Live for Future Lighting

Highly disappointing that there is no separate option to disable this functionality and it is tied to using EnvironmentSpecularScale. This could cause a lot of damage in terms of colour distribution for games which have relied on the previous functionality for the last 1 1/2 years since Phase 2.5 FiB initially released.

35 Likes

How are we supposed to set this to both 1 and 0 at the same time?

14 Likes

creative mode, its in studio settings, it applies full value control :slight_smile:

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Is there / will there be any kind of option for devs to toggle between low and high quality?

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Do you think I can get an image of where to enable that? I’ve looked around studio settings and haven’t found it.

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How can I turn this feature off? I do not like the way it looks since I have no control over it.

18 Likes

Hell Yeah Rtx technology Best Reflection

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Set Lighting.EnvironmentSpecularScale to 0 to turn it off

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It’s explained in the post, set Lighting.EnvironmentalSpecularScale to 0.

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Is there a way to toggle this off separately? I really want to use EnvironmentSpecularScale for my normal maps, but I’m already using a custom skybox of my own and don’t want the indoor env maps to overlap my current skybox.

Also, can we please have an API that lets us choose between Automatic and Manual indoor reflection placement, and lets us manually relocate it by position?

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This does not disable the reflections. This disables PBR rendering and specular highlight.

What @builderwaci said.

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Why not let players choose what’s best for their device instead of forcing this on everyone? If someone’s device can’t run SSR smoothly then they don’t have to enable it, this will allow both low-end device users to enjoy reflections and the high-end device users to enjoy even better and more accurate reflections while maintaining smooth gameplay.

There are many games, and literally, every single one of them has advanced graphics settings allowing players to choose what’s best for them, however, Roblox prefers to force less appealing graphics on everyone regardless if they have some powerful gaming pc or just an average laptop. I don’t understand this, but I can only hope for Roblox to change.

Roblox Advanced Graphics Settings UI Design Concept

There could be a “?” icon with a tooltip instead for the description, but as I mentioned earlier, this is just a concept.

71 Likes

How come there is no setting to disable this properly? Changing EnvironmentSpecularScale is not an acceptable method for my games.

Updates like this that heavily affect the aesthetic of games need to take feedback in consideration, specially when it’s something that can completely reshape the feeling of a game.

I was hoping this would be a feature by release, but seems like it isn’t. Please, seriously consider adding this and please do implement it, it’s of extreme importance right now. My games just don’t look the same with this, and not in a good way.

23 Likes

There’s absolutely no configurability for this feature, and it’s terrible for that exact reason. I had to fight against it even in the roblox village baseplate.

The fact that it only updates when the camera’s CFrame changes is terrible for quickly seeing changes when configuring lighting, too

also, how is EnvironmentSpecularScale = 0 any sort of solution? it disables ANY environment reflections, not just the ones that are automatically generated.

26 Likes

I am a bit confused on how to get the surface appearance working. Could anyone help me with that?

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Big fan of this feature for most environments in my games, however I want to be able to turn it off.

Some areas in my games have many large and highly reflective surfaces. The low resolution is extremely unappealing and distracting and I would rather simply use the sky for reflection information for those areas. This will most often be in caves or indoors with exotic foliage / crystals / etc. I would be able to temporarily adjust the skybox/atmosphere in those areas to provide a decently convincing effect instead of using the probe which would provide a gross pixelated reflection of the room.

Disabling PBR is not a valid way to disable this effect.

20 Likes

Looks pretty good, I like it. looks more realistic with it on, good for showcases. Should look great in all sorts of games. People will find a way to get the most out of the new indoor reflections. I guess we’ll have to wait and see.
:orangutan:

Future

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And to further prove my point, this is exactly why we need an API for scripts to control the position of this.

I want this to be at the center at a certain rotation at all times when I enter this room (I made a script that changes the reverb, skybox and sound when you go under a certain block, with that block carrying attributes for what sound, what skybox, and what reverb to apply), so when it’s automatic it doesn’t give me ANY control whatsoever. This system in its Automatic state loves to confuse itself with the other room behind this store, and gets the angles wrong. An API that would let me modify the rotation and position of the ENV map at any time can easily fix this, and would look much better than letting something uncontrollable do it for me. For example, utilizing my Ambience script I’ve made to set the position and rotation of the ENV map, so it can get all the angles right.

40 Likes

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This is epic. This is something we should have had a while ago, but its fine.

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